Jump to content

Silbeg

HERO Member
  • Posts

    1,448
  • Joined

  • Last visited

About Silbeg

  • Birthday 09/15/1966

Contact Methods

  • AIM
    Silbeg
  • Website URL
    http://www.silbeg.com/FPCA/

Profile Information

  • Occupation
    Java Developer

Silbeg's Achievements

  1. Re: TK Throw Things W00t! Now, if I weren't lazy, I might have given that page reference. Had I found it first. But, to the point... I would say that all of that would apply for telekinesis as well.
  2. Re: TK Throw Things On this, the simplest way would be best. I don't think you are far wrong on how you did it. The only thing I would ask, would you require the same extra 1/2 phase if the character was using his innate STR, rather than Tk? If not, I wouldn't require the extra time for Tk, either. In fact, in my game, I would just treat this as a "grab and throw", using the Tk strength to determine the throwing distance and velocity... treat this as a standing throw, I would think.
  3. Re: Knowledge-/ Skill-Absorber It would probably help us to help you if you were to post your character here... that way, we can see what you are talking about, and make more informed suggestions. Is the problem that you are running out of points after buying all of the skills he needed?
  4. Re: Sonic Mesmerization power - a sonic mind control Wow... would have thought I'd get lots of opinions on this. Has everyone moved on to 6E?
  5. Re: Sonic Mesmerization power - a sonic mind control
  6. In my game, we have a new character, Treble, who has a power suit with sonic (music themed) powers. His "signature" power is the ability to distract a group of people with music. This has been bought as: Requiem: Mind Control 12d6 (Human class of minds), Telepathic ; Set Effect ("Stop What You Are Doing And Listen To Me"), Full END To Maintain, Hearing Flash DEF Adds To Mental DEF, Does Not Provide Mental Awareness, Gestures ("Conducting"), Visible, Normal Range, Subject To Range Modifier plus a naked advantage: Mass Requiem: Area Of Effect (6" Radius) for Requiem; OAF (Conductor's Baton), Gestures I am already modifying the Mass Requiem so that it is nonselective (note: this is a 5ER build, please comment appropriately). However, I am still not happy with the build. Since this is a sonic-based effect, not mental, I would prefer that this be targeted with OCV rather than OECV, and against DCV rather than DECV. Now, looking at Ultimate Mentalist, the suggestion is that using OCV instead of OECV would typically be a +1/4 Advantage, and going against DCV instead of DECV would be a -1/4 Limitation. Do you all think that it would be unbalancing to just "hand wave" that all, can call it a wash? Do you think that the "telepathic" is needed for this case Any other suggestions?
  7. Re: "The Inquision Is Come" Specifically, when I said sinister, I was making a play on left hand (the original meaning of sinister), see: http://en.wikipedia.org/wiki/Sinister Just saying. Not 100% sure where all of this is going, but I am getting great help here. I am definitely going to be bringing ins some of this.
  8. Re: Multipower are so common, why not just cut every cost by 2 ? This is definitely a change from 5E. The way to get around that is to have a "compound power" slot, typically where the powers are linked. However, that being said, I believe that most GMs house ruled it the way 6E evidently does it for MPs and VPPs (but typically not for ECs).
  9. Re: "The Inquision Is Come"
  10. Re: Superhero Campaign Advice? Especially for a novice GM, the book Villainy Amok would be a great buy. It has several fully fleshed out encounters, and ideas for many more. It hits many of the typical genre-shticks. I enjoyed running Champions Battleground, which, is a larger adventure, with a decent story line. This will give you many sessions worth of play. I agree with the idea of reading comics for motivation. The one thing to remember is that many comic conventions won't work exactly right when trying to convert them to a game. For one, it is often very hard to get villains the ability to escape a fight, without resorting to special powers or incredible movement. Fights far more often end in one side completely defeated than one side being chased off. But, more importantly than any of this... get a group together, build some characters, you build some villains and/or agents (Conquerors, Killers, and Crooks is a great resource!), and stage the old bank robbery scenario. Or the "Marvel Mix-up", which is a stereotypical way of starting the game!
  11. Re: Villains Campaign While I have never actually run a villain-based campaign, I have run several convention games where the PCs were villains. There, it works, because they tend to have objectives, etc. They are allowed to use whatever tactics they wish, but even then, it is suggested to follow genre-trope and not go kill-happy. The problem I see is that a villain based game would almost have to be either more open-ended than the typical superhero game, or much more rigid. Typically in a heroic game, the PCs are trying to foil the crimes perpetrated by the NPCs. While there may be a good number of options to their pursuits, it it all comes down to protecting the public in the end. Villains will need motivation to stay together. It may be a mysterious benefactor (such as with GRAB), or there might be some creation-binding (like the Crowns of Krim), or a powerful leader (War Machine). Players will probably grow tired of being led around by an NPC leader, but this can be part of the solution. If not being led by a powerful (or more knowledgeable) leader, the villain PCs will need to come up with crimes to perform on their own. If they have concrete goals, this might be the easiest, however, this isn't usually going to be the case. So, one night, they might decide to rob The First National Bank of XXX, through the use of stealth, and skills, and on the next, they may just decide to blast their way through Midtown Mall. This requires a much higher level of preparation on the GM's part, because the team has to be able to do whatever they need. Perhaps the most important question comes about when the local heroes actually start getting involved. How often do they respond to the criminal's behavior? What do you do when villains (or heroes) are captured? What level of arms do the typical security guards and police carry, not to mention the possible MARS squads (or their equivalent). Then, finally, in order to be a really convincing villains game, there has to be tension between the PCs. Who is going to help whom? Who pays for the weaponsmaster to reload his gun? Who is a mole for the superheroes? Or who is working double-time for the mafia/russians/terrorists? I would definitely still try to keep with genre trope, such as no rampant killing, etc. Otherwise, you will definitely need to respond with equal force.
  12. Re: "The Inquision Is Come"
  13. Re: "The Inquision Is Come"
  14. Re: "The Inquision Is Come" Definitely an idea. That reminds me... one of the events in the world that happened during the last game. A hero known as Chevalier du Nord, a Church sponsored superhero in Montreal was killed by The Inquisition, which caused the Pope to declare The Inquisition excommunicated. As event proceed, it is my plan to have the Church put together a squad to go after The Inquisition... but not sure yet what that would look like. I am kind of thinking that the Templars would not be a good choice for the name of this... as the Templars are still seen as heretics. However, a group called The Crusade might work... assuming the Pope calls a crusade against The Inquisition... hmmm
  15. Re: "The Inquision Is Come" I'll definitely be using this, once issues from this week come out. As for that... I created three different "field agents"... names based on roles/positions from within the "real" Catholic Inquisition... and other sources... Qualifier (the base agent) - they are highly trained agents, using AA Beowulf .50 cal carbines (modified M4 Carbines) Perfect (heavy weapons agent) - these individuals use the electrical-web suppression canister guns, as well as Kovrov RPG-7V2 RPGs, with HEAT ammunition. The field leaders are the: Consultore: These individuals have been "blessed" with the ability to compel confessions, and wield a "blessed" sword. The ability to compel is an EC with Telepathy, Mind Control, and an EGO drain, all requiring eye contact. Typically, the team will subdue the subject with their electrical-webs, and then the Consultore will compel a confession. After a blessing, including last rights, they then execute the victims with the holy sword (supposedly so that the confessed doesn't have the chance to tarnish their now cleaned soul). In this week's events, The Inquisition captured, confessed, and killed a pair of teens (brother and sister), who were attending the River City Academy (a well known "super school"). Copies of their confessions were pinned to shirts, and they were left, dead in the streets. Witnesses described 7 men coming out of a white Dodge Sprint, which had large red crosses. Six of the men were dressed in white (the Qualifiers and Perfects), and one in red (the Consultore). The North Force investigate the scene, and learned much from witnesses and forensic evidence (such as the sign of the cross painted on their foreheads in olive oil). Later that week, the police were able to track a van matching the description provided, and the North Force intercepted the Inquisition team. This team was starting "confession" of a woman members of the North Force had encountered the night before, a woman with the mutant ability to control light (and take on a light form). She had been captured by the electric-web, and the Consultore was ready to start taking her "confession". The North Force engaged the team, freeing the paranormal. During that fight they learned of the strength of the chosen armaments, as well as the "paranormal abilities" of the Consultore.
×
×
  • Create New...